using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace Glasstris
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager m_graficos;
        SpriteBatch spriteBatch;
        AudioEngine m_sonidos;
        /// <summary>
        /// Imagen de fondo de la ventana.
        /// </summary>
        Texture2D m_fondo;
        Texture2D m_titulo;

        /// <summary>
        /// Estados del juego
        /// </summary>
        enum Estados
        {
            /// <summary>
            /// Estado inicial previo a la partida.
            /// </summary>
            Inicio,
            /// <summary>
            /// Estado durante la partida.
            /// </summary>
            EnJuego,
            /// <summary>
            /// Estado al finalizar la partida.
            /// </summary>
            Fin
        };
        /// <summary>
        /// Estado actual del juego.
        /// </summary>
        Estados m_estadoActual = Estados.Inicio;

        public Game1()
        {
            m_graficos = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            m_graficos.PreferredBackBufferHeight = 768;
            m_graficos.PreferredBackBufferWidth = 1024;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            m_fondo = Content.Load<Texture2D>(@"Imagenes\fondo");
            m_titulo = Content.Load<Texture2D>(@"Imagenes\titulo");
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            switch (m_estadoActual)
            {
                case Estados.Inicio:
                    // Allows the game to start
                    if (GamePad.GetState(PlayerIndex.One).Buttons.Start == ButtonState.Pressed)
                        m_estadoActual = Estados.EnJuego;
                    break;

                case Estados.EnJuego:
                    break;

                case Estados.Fin:
                    break;
            }

            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.White);
            spriteBatch.Begin();

            spriteBatch.Draw(m_fondo,
                new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height),
                null,
                Color.White,
                0,
                Vector2.Zero,
                SpriteEffects.None,
                0);


            switch (m_estadoActual)
            {
                case Estados.Inicio:
                spriteBatch.Draw(m_titulo,
                    new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height),
                    null,
                    Color.White,
                    0,
                    Vector2.Zero,
                    SpriteEffects.None,
                    0);
                    break;

                case Estados.EnJuego:
                    break;

                case Estados.Fin:
                    break;
            }

            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
